Train SFX don't stop when they should

PL-7764

L6: Sharp Member
Aug 4, 2009
376
84
I've just followed Spammish's train tutorial and made a working train (and, with some entity experimentation, added working gates :thumbup:), but there's a problem: when the train reaches the path_track which contains the OnPass output to stop the train sound, it doesn't stop. It seems that I can't even make it stop in-game using the ent_fire console command. :\

I've double-checked all my entities, and it's clear that the ambient_generic producing the sound is hooked up to receive the StopSound command from the path_track, but for some reason it still doesn't.

What should I do to make it stop?

I can upload my .VMF if needed, but it's virtually identical to the one built by Spammish in the linked thread, except for the addition of gates, which I know had nothing to do with the problem as it was there before the gates were added.
 
Last edited:

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
Once an ambient_generic starts playing sound, it can't stop IIRC. Set its volume to 0 instead.
 

Dark

L4: Comfortable Member
Nov 27, 2009
159
137
I second frozen, its just that repeat flag, after un ticking that sending stop to it via a trigger will work.